Flynn Noire
Dec 27, 2016 4:21:11 GMT -7
Post by Flynn on Dec 27, 2016 4:21:11 GMT -7
Basic Information
Name: Flynn "Asura" Noire
Bloodlimit: none
Height: 5.6 feet
Weight: 160 pounds
Age: 17
Gender: Male
Alignment: Neutral Good
Birth Country: Land of Thunder
Village: Kumogakure (Village of the Clouds)
Special:
Primary Weapons:
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Items:
x50 Marbles (Small) (Overview)
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
x10 Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Non-Weapon Items
x10 Scroll: Tag, Explosive (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Apparel:
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
Character Depth
Personality:
Flynn is a naive boy who is stubborn enough that will try to do what he can to achieve his goals. Flynn isn't one to keep grudges against most people that did him wrong, but if they do harm to his sister, family, or friends he'll be more than willing to beat someone up for doing so, because of this he received the nickname "Asura" by the other students. He's a bit of a playful spirit who loves to poke fun at others, have fun with words, and other such things.
Because of his constant fights in his school days, Flynn nearly flunked out of school so he isn't the smartest guy on the block. But in what he lacks in intellect he has in determination.
He also suffers from insomnia and paranoia, due to his encounter with that spirit from his youth, making him space out now and then, look around himself for anything unusual, and prevents him from being social unless confronted or insisted by his sister Jerasia Noire. He finds the sound of rain and thunder that surround his home village quite soothing and calming and perfect for meditations or naps. Flynn always preferred an up and personal combat style since he has lived without Chakara for the majority of his life and he uses it whenever things get personal. He also shows great kindness to his sister, such as treating her to a snack now and then, but he also hides secrets from her such as his insomnia and the words shared to him by the man from the portal. Flynn has a great curiosity for technologies and their functions and has dabbled in the art since the portal indecent.
He has always had a fascination with swords and the swordsmen that bear them. When criticized about him being a ninja swordsman he'll get defensive and and then end the conversation with a 'What I do is none of your business" line. He's fairly active when comes to self training and social activity, despite his insomnia. Flynn tends to also be a worry wort when it comes to his sister, he often tells 'protective' lies and takes the bullet for her when she gets int trouble. Because of his naive and stubborn nature he ends up going into thing head on, literaly, if not told other wise.
Appearance:
Flynn's head shape is triangular and the face that it holds no freckles, often displays a calm look. His eyes are dark around the edges due to insomnia and looks as watchful as a hawk looking for it's prey. Flynn's hair is as white as now and fairly long and smooth despite lack of care. His skin is a Caucasian white that's as smooth as silk. Flynn's face was void of facial hair and sideburns.
His jacket was a black zip-up and button-up that has black feathers and fur that lined the neck, sleeve ends, and bottom. Flynn's pants are long sleeved jeans but with 1/3 cut off the bottom. His shoes are just simple white sneakers. His belt was brown leather with a simple brass buckle. The shirt he wears under his jacket is a white T-shirt that bears the logo of the Three Sword Style Taijutsu to remind himself of his personal goal of learning the art.
Blue packs are strapped to his left leg and a butt pack on his right. His socks, that can be seen due to his shortened pants, are white, woolen, soft, and comforting. Flynn's gauntlets are made purely of iron and guards a small portion of his arm. The metal boots he overlays with his his sneakers are also made purely of iron but are instead pointed at the end. Flynn's current longsword is a Katana that is in a red bamboo sheath at his hip, The blade's guard is designed after a tear drop shape and the grip is made of red fabric for comfort.
Background:
Flynn was born on the first full moon of the second month to a mid-income family who could not use Chakara but yet collects machines that run on it. At age two Flynn's mother, Sonia Noire, was to give birth. A healthy baby girl was born that very day with a religious sign on her, the child's name was Jesuit Noire, and Flynn was green with envy. Flynn's parents spent almost every moment with her. At age 5 he was sick of her precious gift and decided to lash out by stealing from them and other people.
After a year of theft, Flynn had managed to picked his father's, Jacques Noire, at the right moment to get the key to the shed that held the machines his family had collected. One night, Flynn sneaked out to investigate the mysterious shed to find out what his parents hid from him, What he found struck him with aw. A metallic arch way that had tubes and glass panels that had a glow that seemed magical to him, it was chakara. Flynn noticed that a panel had a hand print on it and touched it. The device hummed to life as it began to drain him and create a portal of sorts in the archway.
The young Flynn screamed at the top of his lungs at he attempted to pull his hand from the panel. Flynn's whole family burst through the door to see Flynn's mistake, They proceeded to pull Flynn away from the device, but they were pushed away by an un-seen force. From the portal a large masked man in a kimono leaned his torso in and looked to the frightened family and then to Flynn. The man leaned closer to him and whispered into his ear and said "It is not your time yet my child, wait until it shows itself truly. Worry not, for you will not be alone." The man gently pushed him away from the machine with little effort and the machine's hum slowed to a halt.
"Until we met at the heart's final beat." The masked man said as he and the portal faded. Since then he had developed new traits and skills along side his sister as well as improving on old ones, such as his thieving skills developing an ability to hide things in his clothes and an increase in his observational skills, although it seems as though they where heightened from the indecent with the portal. His curiosity also peaked since that day as well. After 9 years it finally happened, during a walk from school Flynn and his sister Jesuit encountered three of the villages's rich bullies. "Hehehe, Well lookie here, it's the kids of Crazy old Jacques. Give us all of your Ryo and we won't have you tried for assault of a noble." The small one said.
"Bug off you stupid mosquito, otherwise I'll have to use the fly swatter." Flynn replyed. "Grr. Jimbe, Dump him in to the deep end." The small one ordered. The bigger and more burly one picked Flynn up by the shirt and tossed him into the nearest canal foot first. The canal was deep this week. Flynn closed his eyes as he fell, but although the water was closer to the top he didn't splash, nor was he submerged. Once Zain opened his eyes he saw that he was on top of the water and that the three bullies ran off. But Flynn soon sank as he saw this and climbed a ladder back to the top. After returning home and telling their parents they were then asked if they want to become ninjas, "Hell yea!" Flynn replied. 2 years passed before it was time for them to enroll as D rank Genin Ninja and receive a head band as a token saying so.
Freebies
Hidden Hand
Rank: "C"
Skill: Combat Trait
Effect: User's concealed weapons strike fast and true.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Sleight of Hand checks made to conceal light weapons and a +10 Armour Points in striking damage in trait bonus when making an attack with a light weapon during a surprise attack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Dangeriously Curious
Rank: "C"
Skill: Chakra Trait
Effect: User has always been intrigued by Chakra, possibly because they were the child of a Chakra Master.
Special: ---
Drawback: ---
Description: User often snuck into their parent's laboratory or shrine to tinker with Chakra Devices, components and other items, and frequently caused quite a bit of damage and headaches for their parents as a result. The user gains a +5 Trait bonus on Use Chakra Device checks, and the user gains an additional die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Sleight of Hand
Rank: "E"
Skill: Skill
Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Special: ---
Drawback: ---
Description: The practitioner of Sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in operation in which case the object must merely be able to fit temporarily in their hands). No observers will see quite how the user does it. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Acting user gains a Synergy Bonus +10 to Sleight of Hand. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Observation
Rank: "E"
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Observation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Technician
Rank: "D"
Skill: Skill
Effect: A skill that allows a user to create complicated clockwork or gadgets.
Special: ---
Drawback: ---
Description: This skill is used in the construction of Technical fantastic machines, and it includes the mechanical principles involved in clockwork operation. Engineers, machinists, and technicians use this skill to create clockwork devices. To put together or build a Gadget the user must purchase plans. Purchasing blueprints is half the price of the item's base cost with a 50% chance of finding the blueprints in the Shop(A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Name: Flynn "Asura" Noire
Bloodlimit: none
Height: 5.6 feet
Weight: 160 pounds
Age: 17
Gender: Male
Alignment: Neutral Good
Birth Country: Land of Thunder
Village: Kumogakure (Village of the Clouds)
Special:
- Ninjutsu Specialist
- Taijutsu Specialist
- Genjutsu Non-Specialist
- Clan Non-Specialist
- Misc.
Primary Weapons:
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Items:
x50 Marbles (Small) (Overview)
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
x10 Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Non-Weapon Items
x10 Scroll: Tag, Explosive (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Apparel:
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
Character Depth
Personality:
Flynn is a naive boy who is stubborn enough that will try to do what he can to achieve his goals. Flynn isn't one to keep grudges against most people that did him wrong, but if they do harm to his sister, family, or friends he'll be more than willing to beat someone up for doing so, because of this he received the nickname "Asura" by the other students. He's a bit of a playful spirit who loves to poke fun at others, have fun with words, and other such things.
Because of his constant fights in his school days, Flynn nearly flunked out of school so he isn't the smartest guy on the block. But in what he lacks in intellect he has in determination.
He also suffers from insomnia and paranoia, due to his encounter with that spirit from his youth, making him space out now and then, look around himself for anything unusual, and prevents him from being social unless confronted or insisted by his sister Jerasia Noire. He finds the sound of rain and thunder that surround his home village quite soothing and calming and perfect for meditations or naps. Flynn always preferred an up and personal combat style since he has lived without Chakara for the majority of his life and he uses it whenever things get personal. He also shows great kindness to his sister, such as treating her to a snack now and then, but he also hides secrets from her such as his insomnia and the words shared to him by the man from the portal. Flynn has a great curiosity for technologies and their functions and has dabbled in the art since the portal indecent.
He has always had a fascination with swords and the swordsmen that bear them. When criticized about him being a ninja swordsman he'll get defensive and and then end the conversation with a 'What I do is none of your business" line. He's fairly active when comes to self training and social activity, despite his insomnia. Flynn tends to also be a worry wort when it comes to his sister, he often tells 'protective' lies and takes the bullet for her when she gets int trouble. Because of his naive and stubborn nature he ends up going into thing head on, literaly, if not told other wise.
Appearance:
Flynn's head shape is triangular and the face that it holds no freckles, often displays a calm look. His eyes are dark around the edges due to insomnia and looks as watchful as a hawk looking for it's prey. Flynn's hair is as white as now and fairly long and smooth despite lack of care. His skin is a Caucasian white that's as smooth as silk. Flynn's face was void of facial hair and sideburns.
His jacket was a black zip-up and button-up that has black feathers and fur that lined the neck, sleeve ends, and bottom. Flynn's pants are long sleeved jeans but with 1/3 cut off the bottom. His shoes are just simple white sneakers. His belt was brown leather with a simple brass buckle. The shirt he wears under his jacket is a white T-shirt that bears the logo of the Three Sword Style Taijutsu to remind himself of his personal goal of learning the art.
Blue packs are strapped to his left leg and a butt pack on his right. His socks, that can be seen due to his shortened pants, are white, woolen, soft, and comforting. Flynn's gauntlets are made purely of iron and guards a small portion of his arm. The metal boots he overlays with his his sneakers are also made purely of iron but are instead pointed at the end. Flynn's current longsword is a Katana that is in a red bamboo sheath at his hip, The blade's guard is designed after a tear drop shape and the grip is made of red fabric for comfort.
Background:
Flynn was born on the first full moon of the second month to a mid-income family who could not use Chakara but yet collects machines that run on it. At age two Flynn's mother, Sonia Noire, was to give birth. A healthy baby girl was born that very day with a religious sign on her, the child's name was Jesuit Noire, and Flynn was green with envy. Flynn's parents spent almost every moment with her. At age 5 he was sick of her precious gift and decided to lash out by stealing from them and other people.
After a year of theft, Flynn had managed to picked his father's, Jacques Noire, at the right moment to get the key to the shed that held the machines his family had collected. One night, Flynn sneaked out to investigate the mysterious shed to find out what his parents hid from him, What he found struck him with aw. A metallic arch way that had tubes and glass panels that had a glow that seemed magical to him, it was chakara. Flynn noticed that a panel had a hand print on it and touched it. The device hummed to life as it began to drain him and create a portal of sorts in the archway.
The young Flynn screamed at the top of his lungs at he attempted to pull his hand from the panel. Flynn's whole family burst through the door to see Flynn's mistake, They proceeded to pull Flynn away from the device, but they were pushed away by an un-seen force. From the portal a large masked man in a kimono leaned his torso in and looked to the frightened family and then to Flynn. The man leaned closer to him and whispered into his ear and said "It is not your time yet my child, wait until it shows itself truly. Worry not, for you will not be alone." The man gently pushed him away from the machine with little effort and the machine's hum slowed to a halt.
"Until we met at the heart's final beat." The masked man said as he and the portal faded. Since then he had developed new traits and skills along side his sister as well as improving on old ones, such as his thieving skills developing an ability to hide things in his clothes and an increase in his observational skills, although it seems as though they where heightened from the indecent with the portal. His curiosity also peaked since that day as well. After 9 years it finally happened, during a walk from school Flynn and his sister Jesuit encountered three of the villages's rich bullies. "Hehehe, Well lookie here, it's the kids of Crazy old Jacques. Give us all of your Ryo and we won't have you tried for assault of a noble." The small one said.
"Bug off you stupid mosquito, otherwise I'll have to use the fly swatter." Flynn replyed. "Grr. Jimbe, Dump him in to the deep end." The small one ordered. The bigger and more burly one picked Flynn up by the shirt and tossed him into the nearest canal foot first. The canal was deep this week. Flynn closed his eyes as he fell, but although the water was closer to the top he didn't splash, nor was he submerged. Once Zain opened his eyes he saw that he was on top of the water and that the three bullies ran off. But Flynn soon sank as he saw this and climbed a ladder back to the top. After returning home and telling their parents they were then asked if they want to become ninjas, "Hell yea!" Flynn replied. 2 years passed before it was time for them to enroll as D rank Genin Ninja and receive a head band as a token saying so.
Freebies
Hidden Hand
Rank: "C"
Skill: Combat Trait
Effect: User's concealed weapons strike fast and true.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Sleight of Hand checks made to conceal light weapons and a +10 Armour Points in striking damage in trait bonus when making an attack with a light weapon during a surprise attack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Dangeriously Curious
Rank: "C"
Skill: Chakra Trait
Effect: User has always been intrigued by Chakra, possibly because they were the child of a Chakra Master.
Special: ---
Drawback: ---
Description: User often snuck into their parent's laboratory or shrine to tinker with Chakra Devices, components and other items, and frequently caused quite a bit of damage and headaches for their parents as a result. The user gains a +5 Trait bonus on Use Chakra Device checks, and the user gains an additional die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Sleight of Hand
Rank: "E"
Skill: Skill
Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Special: ---
Drawback: ---
Description: The practitioner of Sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in operation in which case the object must merely be able to fit temporarily in their hands). No observers will see quite how the user does it. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Acting user gains a Synergy Bonus +10 to Sleight of Hand. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Observation
Rank: "E"
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: Can be learned by an Animal. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. If user has 25 or more Ranks in Evidence Analysis user gains a Synergy Bonus +10 to Observation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Technician
Rank: "D"
Skill: Skill
Effect: A skill that allows a user to create complicated clockwork or gadgets.
Special: ---
Drawback: ---
Description: This skill is used in the construction of Technical fantastic machines, and it includes the mechanical principles involved in clockwork operation. Engineers, machinists, and technicians use this skill to create clockwork devices. To put together or build a Gadget the user must purchase plans. Purchasing blueprints is half the price of the item's base cost with a 50% chance of finding the blueprints in the Shop(A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 5 die roll to increase the skill.
Limit: ---